Age: 67 human years
Description: Tall with stereotypical elven features. He has spiky hair that is a rich brown colour. His eyes are green and he has a scar running down the right side of his face. He wears a tattered bandanna around his lower face, obscuring it from view most of the time. He also often wears an old pair of goggles similar to pilot goggles. He has a very slight build, and is also quite lean. He often wears a white tunic and a simple pair of pants. He also has a tattered brown cloak with a hood that he wears most of the time. His left arm is also missing, replaced by a metal facsimile that he controls through magic. The arm is fully functional and can bend slightly farther than a regular arm, although Azelain often tries not to show this to others. There are two main slots in his arm, one in the inside of his forearm, carrying a small, extendable parrying dagger, and one on the outside of his upper arm, containing several doses of his tonics and curatives in emergencies. His personality is eccentric, like a mad scientist. He is also very snarky and condescending, often dropping hints to people instead of explaining outright. He can be quite friendly, but also a little irritating and incessant. His goals in alchemy are to surpass current magic, either with it as a supplement to alchemy, or more favorably, without it. He sees magic as a necessity, but too based in faith in unscientific principles to be used. However he is not above working with magic users. He always seeks to help others in whatever capacity he can, which may lead to some standoffs. He often talks about gnomish technology and magic in his own jargon, mostly due to his lack of things to base a thesis on during his time studying clocks.
Possessions: His cloak and clothing, A small house in the city as a laboratory, parrying daggers, alchemy equipment, lab setup and base materials, two horses, Sheriff and Basil, and a small cart in which to carry around his stuff. A pair of dark gloves to cover his hands. A large stockpile of alchemy materials.
Powers or Strengths: Inquisitive and investigative mind, quite quick to learn and adapt, ability to make and use machinery, alchemy knowledge, basic herbalist knowledge, good skill at combat with his dagger, his metal arm feels no pain and is quite durable, and isn't very easy to disable, Quick reflexes.
Magic: fine energy and momentum control (while Azelain can't make mountains move or push someone, he can often emulate other magics through and redirecting energy, allowing him to control someone's strength and their momentum, stopping objects, or setting things on fire by rapidly increasing their heat. He can, however, move his arm with his power due to the minute mechanics involved.) With the discrete nature of his magic, he doesn't require much incantation or preparation to use. (A/N: I'm going to be explaining this in real world terms so it's easier to understand how his magic works.) He mostly uses his magic for domestic purposes, heating water, moving objects, keeping things in place.
Pyrogenesis: Rapidly increase the heat in an object nearby. If flammable, it will light on fire. Water and such, on the other hand, will only boil. Things like stone will simply heat up. He can really only use it to start small fires a few meters away.
Light Telekinetics: Azelain can move and change the velocity, momentum, and sometimes direction of small objects or things like sand and mud, allowing him to use it in a variety of ways, such as sand screens and distractions. This is also what allows him to move his metal arm. Small objects that aren't fixed to the ground are the only things he can really move.
Inertial Dampening: Azelain can redirect and stop flying objects by reducing their kinetic energy. He can really only do this to things that he knows is going to come at him, and only at about 50 meters away. Things that take him by surprise, like a jar suddenly falling, is very, very hard for him to manage.
Weaknesses and Flaws: While his magic is quick and discrete, it is very weak compared to an experienced magic user. His endurance and stamina isn't much to look at, and can tire quickly from long sustained activity. He can often anger other people, mostly on accident, and doesn't have a lot of tact sometimes. He also isn't very liked by other elves due to his penchant for experimentation and machinery. He also has a bad habit of not living up to his promises. He also tends be quite bull-headed in situations of morality, almost always trying to help someone, even if they might be out of his area of expertise.
History: Alchemy. The simple art of taking a set of base materials and turning them into something... extraordinary. That was the allure of the craft that led to Azelain, a young elf without much magical affinity, to venture away from his homeland of Darleone to Marn.
At a young age, Azelain was shunned by his parents, attacked by bullies, and ridiculed by almost everyone. Born with very little aptitude for magic, he always lagged behind in his schooling, whether it be the scorn of his tutors or the inability for him to cast the slightest spell. This didn't stop him. He would study and take notes whenever he could, sneaking out in the middle of the night to take books from the libraries and make notes and diagrams. He grew into a quick study and an adaptable learner, able to master advanced arithmetic and what little there was on natural science long before other youths. Unfortunately, no one would take him on to study magic. They thought of Azelain as an oddity, unable to use magic and yet wielding the same affinity for the astral plane as anyone else, able to understand math and the theory of magic like no one else but unable to produce anything of artistic merit or philosophical value. Azelain felt stunted where he resided, unable to find a true calling, an art he could pursue. He knew magic just wasn't for him.
Soon that all changed. Once in the city there was a show, a group of travelling dwarves and gnomes came by with spectacles and feats made possible without magic. Flowers as bright as the sun bloomed in the night sky, with a single strike thousands of tiny explosions ran across a line of chemical-laden sticks, and massive gears turned in their predefined paths, creating an intricate clockwork play using puppets and pyrotechnics. Azelain was dazzled. This was his calling, his art. Every fibre of his being wanted to respond to the beckoning call it sent to him, to be able to make such amazing feats of physical creation to rival that of the grandest of magics. He ran away with only a bag filled with his clothes, notebooks, and stationary. He chased down the travelling sideshow, determined to find out their secrets. They refused. On multiple occasions in fact. He was an elf, unable to understand how gnomish magic was supposed to work. Eventually they relented, but with a challenge. He would have to figure out how gnomish clock worked before he could be under their tutelage. It took Azelain years to figure it out. He spent his time with the sideshow, managing and cleaning equipment before and after the shows. He spent his nights studying the clock, tearing it apart and analyzing the magics in every cog, every garnished panel. He drafted and redrafted his thesis. When he found something that seemed to fall into place within the rules of his creation, something would inevitably come up as an exception. He even tried analyzing the clockwork of the massive stage play, hoping for a clue in the enormous construct. He eventually did it, and rebuilt the old brass clock to perform in the same way before he tore it apart.
In that time he found a kind of surrogate family, more welcoming and helpful than the austere, cloistered village that he came from. They had put him under their tutelage, teaching him how their fireworks worked and other neat tricks with alchemy, how to build and run simple gnomish machinery (the actual systems involved with creating constructs and mobile machines were simply too complicated for Azelian's limited magical aptitude.), and how to harness his magic into a power that he could use. He learned from the gnomes their theories on the world, how they saw the phenomena of the earth, and harnessed his mana to manage and redirect the forces involved. He also learned to shoot a crossbow and use a dagger, often for hunting.
In his darkest hour, Azelian was at one point cleaning and replacing the cogs for the next clockwork play when suddenly the gears started to move and he was trapped. By the time they pulled him out of the mechanism his left arm had been crushed, and there was now a deep scar on the right side of his face. He ventured to replace it with a new mechanism, a mechanical arm that he could control using the fine control that his magic gave him.
He eventually left, hoping to settle down and perfect the craft he learned. He left the sideshow at Marn, with a long cloak to hide his metal arm from those who might be a little too suspicious, especially the City Guard. With the Bishan he earned while living with a sideshow he bought a small house and materials to fabricate his equipment, and went to work in secret learning and discovering new combinations of materials. Hiding his art from the city guard who would probably mistake it for magic, he tries to live an unassuming life as an apothecary, another skill he learned while foraging for food and medicine for the sideshow along with a great deal of texts about plants and their uses, hoping to eventually open up a business based on alchemy. He has been living in Marn for about 3 months, and while he tends to stay out of the affairs of the community, he tries to make himself known as an apothecary that is always on call and always willing to help. He also talks a bit with the gnomish community, although they might be quite wary of him. He doesn't talk with the university, rather hoping to better perfect his work so that it would be worthy of an academic look-over.